SPIRV-Cross/reference/shaders-hlsl/vert/qualifiers.vert

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struct Block
{
float vFlat;
float vCentroid;
float vSample;
float vNoperspective;
};
static float4 gl_Position;
static float vFlat;
static float vCentroid;
static float vSample;
static float vNoperspective;
static Block vout;
struct SPIRV_Cross_Output
{
nointerpolation float vFlat : TEXCOORD0;
centroid float vCentroid : TEXCOORD1;
sample float vSample : TEXCOORD2;
noperspective float vNoperspective : TEXCOORD3;
nointerpolation float Block_vFlat : TEXCOORD4;
centroid float Block_vCentroid : TEXCOORD5;
sample float Block_vSample : TEXCOORD6;
noperspective float Block_vNoperspective : TEXCOORD7;
float4 gl_Position : SV_Position;
};
void vert_main()
{
gl_Position = 1.0f.xxxx;
vFlat = 0.0f;
vCentroid = 1.0f;
vSample = 2.0f;
vNoperspective = 3.0f;
vout.vFlat = 0.0f;
vout.vCentroid = 1.0f;
vout.vSample = 2.0f;
vout.vNoperspective = 3.0f;
}
SPIRV_Cross_Output main()
{
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vFlat = vFlat;
stage_output.vCentroid = vCentroid;
stage_output.vSample = vSample;
stage_output.vNoperspective = vNoperspective;
stage_output.Block_vFlat = vout.vFlat;
stage_output.Block_vCentroid = vout.vCentroid;
stage_output.Block_vSample = vout.vSample;
stage_output.Block_vNoperspective = vout.vNoperspective;
return stage_output;
}